Friday, September 22, 2017

Dungeon Fantasizing

I was talking with some guys on G+ about running GURPS Dungeon Fantasy (as the boxsets just made in out to backers last week). I don't know if I will, but if I did I think these images would help set the mood:

“I don’t trust them though. Thrill-seekers. They court danger. And they’re quite unscrupulous graverobbers for the most part. Anything for gold and experience…"

Bill Willingham

Shuji Imai

They say the Overlord is mad...
Alex Nino

Built atop the ruins of an ancient Coleopteran civilization...
Stefan Poag
In the Dungeons of the Mad Archmage Zyrd...
Andrew MacLean

Thursday, September 21, 2017

Azurth Adventures Digest Review

Over at Enworld Chris Helton has a review of the Azurth Adventure Digest. Check it out if your still on the fence about purchasing it. You might want to hurry, though, I have less than 30 copies of the print copy left in this printing.

Monday, September 18, 2017

Some Science Fantasy Hexcrawl Influences

I spent the rpg-related portion of my weekend getting copies of the Azurth Adventures Digest ready for mailing (There are still copies available. Get yours today!). My work on the Ghostlight Fen thing got delayed, so it seems like a good time to talk about influences of the as yet nameless setting of which its a part.

Lord Valentine's Castle (Robert Silverberg): A distant planet settled by humans and other species long ago. Despite a science fictional underpinning, it operates much like fantasy with mostly primitive technology and things like the Lady of Sleeps that promotes moral behavior by sending dreams and a competing King of Dream that sends nightmares.

Planet of Adventure (Jack Vance): A Planetary Romance (or Planetary Picaresque) which stands above the myriad of planetary romances due to Vance's wit, interesting alien species/cultures, and quirky minor characters.

The Coldfire Trilogy (C.S. Friedman): A science fantasy that (like Silverberg's Majipoor) feels more like straight up fantasy. Friedman adds the innovation of a rationalization for the existence of "magic" (not unlike Jorune).


The Prime Mondeign stories (Rob Chilson): These are in the dying earth subgenre, perhaps a bit more science fictional than Vance's stories (something a bit like a more rationalized and less computer gamey Numenera). These stories haven't been collected, but you can read one of them, "The Wortling," here.

The Spire by Simon Spurrier and Jeff Stokely: A Medievalish society of various aliens and mutants on a planet long ago settled by humans.

Sunday, September 17, 2017

The Settings of (A)D&D

Jack Shear wrote a post last week where he espoused a number of "heresies" regarding D&D. One of these was that he didn't like the World of Greyhawk or Faerun. This got me to thinking about what I feel about D&D's various setting and their pros and cons as I see it. I don't claim to be an expert in any of these settings, so if you think I don't get them because of a lack of knowledge you are certainly free to go on thinking so. I'm just calling it like I see it.

Greyhawk
Pros: At its best, it really sort of feels like D&D and it seems organic. It's worldbuilding may not go into the annals of literary fantasy best practices, but it has a certain charm in accordance with the charm of old D&D itself.
Cons: Maybe the downside of that organicness is a lack of focus that makes it hard to get a handle on. The World of Greyhawk box set really doesn;'t give me any hint about how I should approach the material and the Gord novels (yeah, I read a couple) are all over the place. We get a gritty sort of Lankhmar thing in the beginning, then we wind up whooshing through the sky on Chariots of Sustarre.
Verdict: Not a huge fan overall, but I have more of a positive feeling than does Jack.

Forgotten Realms
Pros: They're big and a bit more coherent, literary worldbuildery. The Dragon articles about "The Realms" back in the day really captured my interest.
Cons: Their literary worldbuilding models seem to be the hordes of bland trilogies that choke the shelves to this day. It's not just vanilla, it's kind of corporate bland. "The Realms" seem to have been lost in the translation to official product.
Verdict: Less interesting that Greyhawk, though there are aspects to recommend, I guess.

Mystara/Know World
Pros: Well-presented, with distinct cultures that are easy to get a handle on. It's got the Hollow World, too. I find Immortals over gods (in BECMI) a sort of interesting thing, if not as well-explored as it could be. Also: a whole lot of Stephen Fabian.
Cons: The cultures' real-world antecedents are pretty blatant, but that doesn't bother me as much as it does other people. Gritty it is not, particularly, or dark.
Verdict: It's kind of vanilla, but it's vanilla done well. I'm more into it than the two previous worlds.

Caldwell!
Dragonlance
Pros: There are some interesting twists to the vanillaness here; it is somewhat successful at evoking the epic fantasy subgenre.
Cons: A setting made for one story never seems as good for stuff outside of that story. It still presents pretty standard D&D like the settings above.
Verdict: A good setting for bad novels isn't a particularly good setting for my game. It is more maligned than it probably should be for the railroadness of its modules, but they are pretty railroady and are emblematic of the missteps of an era.

Ravenloft/Dark Sun/Planescape/Spelljammer
Pros: They all have interesting high concepts and are genuinely trying to do something different.
Cons: The high concepts are not always executed well or flavorfully. Corporate blandification seems to get in the way, as does bloat to ensure more supplements are made.
Verdict: I admire them all, but their specialized nature means they're sort of niche, and some of the niches I think I could do better doing my own thing. Planescape gets extra points for Tony DiTerlizzi.

Eberron
Pros: Pulp vs. fantasy is an idea I obviously like.
Cons: Despite all its talk of a different approach it seems to come out more like trad fantasy than any of the 2nd edition settings above.
Verdict: Maybe because it parallels my interest but does it in a utterly different way, I am predisposed not to like it, but it does generate more negative feeling from me than is probably warranted.

My favorite TSR published settings? Lankhmar, Empire of the Petal Throne, and (moving away from D&D) the Hyborian Age of Conan.

Friday, September 15, 2017

The Azurth Adventures Digest is Here!


The first issue of the Azurth Adventures Digest is now on sale! Twenty-eight full color pages at 5.5 in. x 7.75 in. with art by Jeff Call and Jason Sholtis. There are random tables for the generation of quirky Motley pirates, a survey of interesting and enigmatic islands, and a mini-adventure on the Candy Isle. Plus, there are NPCs and a couple of monsters, all straight from my Land of Azurth 5e campaign.

Get the pdf here or go here for the print edition. (The link is also in the sidebar.)


For those of you interested in Mortzengersturm print editions: Once the first printing of the digest is sold and shipped, I'll again by selling Mortzengersturm. You can email me to get on the "waiting list."


Thursday, September 14, 2017

French Talislanta Art

While the English language Talislanta books are (currently) out of print (but official available for free here) the French translation of the game is still going strong, and apparently has some pretty cool art. Check these out:


The Ur

Phantasians

Mondre-Khan

Wednesday, September 13, 2017

Wednesday Comics: The Hanging Tower


The Hanging Tower is a short graphic novel (graphic novella?) by Sam Bosma. It's the story of "an old knight in search of a lost girl in a run-down fantasy world" according to the copy, but I might instead describe it as an aging adventurer facing her past (and some of her former comrades) in a world where magic is beginning to fade. The plot and the stories execution bear no small resemblance to the Western genre, an effect accentuate by the fantasyland's material culture, that's like the medieval world being quickly replaced by the turn of the (20th) century and a landscape reminiscent of the American Southwest. There's a bit of loss, a bit of regret, and a laconic over-the-hill badass with some good lines.

Oh yeah, and Sam Bosma's art: